QUOTE (pbangarth @ Jan 2 2009, 12:48 AM)
Have fun tonight, gang. Fill the non-players in on how things went.
I've read through Ghost Cartels and through the threads associated with it, and have some preliminary observations to post here, as some have indicated in this thread they would like to play through it.
1)
GC is really cool! I wish I could play in it, but I've read it all. It would appear as if some here have also read it. How would that affect your play in the game? There are several plot lines that work best, or work only, if the PCs are not aware of them to begin with. How do we deal with players knowing what's going on when the PCs don't?
1) I read through it. I even wrote a review on it. Player knowledge stays as player knowledge. It's called being a roleplayer. Besides the GM can dock karma for playing beyond the knowledge of the character.
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2)
The full three arcs of the story line in GC are quite long. I don't know how those folks in the other threads think it can be played in 50 or so hours of play. Even the core line of runs seem to me to take much longer than that, and that doesn't take into account the myriad sidelines that could and probably will come up as PCs decide to follow clues and ideas that are presented during play. This is especially so if play is conducted in chat format. I have limited experience with that format, and my sense is things take longer.
So, for a GM who can't commit to more than one session a month, like me, this means many months (years?) of play, and the attendant problems of scheduling. This is something we would have to talk about before play started. Summer months in particular would be a problem, as my work could send ME off to the jungles of Amazonia for research.
Would it be possible to have separate arcs run by different GMs?
My experience with chat games is that you want to limit combat down to a bare minimum. Adventures take about twice to three times as long played out online as they do face-to-face. You also have to train your players into running through combat right, it also means the GM has to be better at the book keeping part.
For all I know I could be back in Afghanistan in the summer or in Holland or in Thailand.
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3)
Check your morals at the door. The main story line involves the PCs in actions which are way darker and in fact overtly criminal to the point of psychopathy. Hell, they work for a drug cartel... what can you expect?
There are options for developing a play line that is less cavalier with life and rights of others, but that requires some re-writing. I -am- capable of playing a heartless, soul-less, murdering son-of-a-bitch. It can be kinda fun to do that for a while. How about you?
Peter
I found it worthwhile on thinking of the game involving narcs. The problem is that every time they get closer to the source the more tainted they become. It also means more challenge. I think if anyone wants to retain their morals it can be done. Look at Miami Vice for inspiration.
EDIT: Thinking of the game you could short circuit it by having them play the Baltimore Towers adventure first and then move onto the south-pacific adventure cycle. Tone down the Baltimore Towers incident, but don't tell the players that, keep up the pressure with a few minor incidences ship em off with Henry Uribe if the game is sstill there and instead have Aztechnology do the attack at a different time and location.